Hey there, I've been stuck on trying to find a fix for this issue for awhile now and not sure what is causing it to behave this way?
Basically once the player is ragdolled they are getting pulled up as if by force into the air.
Script:
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
local human = char:WaitForChild("Humanoid")
for _, v in pairs(char:GetDescendants()) do
if v:IsA("Motor6D") then
local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment")
a0.CFrame = v.C0
a1.CFrame = v.C1
a0.Parent = v.Part0
a1.Parent = v.Part1
local ball = Instance.new("BallSocketConstraint")
ball.Attachment0 = a0
ball.Attachment1 = a1
ball.Parent = v.Part0
char:WaitForChild("Humanoid"):ChangeState(Enum.HumanoidStateType.Physics)
char.HumanoidRootPart.CanCollide = false
v.Enabled = false
end
end
wait(10)
local human = char:WaitForChild("Humanoid")
for _, v in pairs(char:GetDescendants()) do
if v:IsA("Motor6D") then
v.Enabled = true
char:WaitForChild("Humanoid"):ChangeState(Enum.HumanoidStateType.GettingUp)
end
end
end)
end)
Any help is appreciated!

4 comments
Tried all logical ones, Nothing worked.
Maybe anchor the HumanoidRootPart, and if needed, the rest of the body parts?
That just results in not giving it a ragdoll effect, Does stop the flying tho
Add a wait() in between ragdolling the humanoid and freezing it